Sailing is not like driving a car, riding
a horse, or piloting a motorboat.The mechanics, physics, and atmosphere
surrounding sailing open a whole new venue for adventures.These
rules assume that the players have purchased, borrowed, rented, stolen, or purchased passage on a sailing vessel.These rules will attempt to explain some very basic terms and concepts
behind sailing but should be treated only as a primer.

The term ship is one that is too often
misused.The term ship correctly refers to any boat with three or
more sails.Anything less is a boat.The rear of the boat is the stern or aft.The front of the
boat is the fore or bow.Every boat no matter the size requires a
crew.Each boat may have a different minimum crew complement.If the crew is not large enough for the boat there will be problems in
course corrections and in dire weather.The minimum crew required
is listed with the statistics for each boat.The crew has an average
level of skill that must be determined.Anyone with a sailing skill
of 01 – 20% is considered Green.A skill of 21 – 50 denotes a Competent sailor.A skill of 51 – 70 denotes a Skilled
sailor, while a Veteran seaman has a skill of over 71.There are also a minimum number of officers for each vessel.An officer must be competent to qualify.Whichever the majority
of the crew falls into is the category for the entire crew.There
will always be the grizzled sailor or the inexperienced youngster aboard.This should not affect the overall crew skill.

Travel by boat should be broken down into
four-hour watches.A navigation roll will be required for every third
watch or every time there is a serious course change.Tacking should
not be considered a major course change. If the navigation roll fails then the boat will be off course by the percentage
failed.Every watch should roll on the random event chart.Most rolls will result in either no event or a peaceful meeting.Roll on the appropriate chart for the area being traversed.

Well Populated Waterways

01 – 20No Event

21 – 50Fishing Boat

51 – 70Merchant Boat

71 – 80Naval Patrol Boat

81 – 90Fishing Fleet

91 – 95No Event

96 – 99Pirate or Brigand

100Monster Encounter

Semi-Populated Waterways

01 – 40No event

41 – 70Fishing Boat

71 – 85Merchant Boat

86 – 90Naval Patrol Boat

91 – 95Pirate or Brigand

96 – 00Monster Encounter

Non-Populated Waterways

01 – 60No Event

61 – 70Monster Encounter

71 – 80No Event

81 – 85Fishing Boat

86 – 88Merchant Boat

89 – 90Naval Patrol Boat

91 – 92Pirate or Brigand

93 – 00Monster Encounter

Weather also plays an important factor
in travelling by sail.If the weather is too inclement or calm then
very little travelling will occur.Roll on the following chart for
a quick-roll table for determining the wind.For the first watch
roll as if there is a Good Breeze.

Quick Roll Weather

Previous Wind Speed

Die RollCalmLight BreezeGood
BreezeGood WindStrong Wind

01 – 05CalmCalmCalmL. BreezeG. Breeze

06 – 10CalmCalmL. BreezeG. BreezeG. Wind

11 – 15CalmCalmL. BreezeG. BreezeG. Wind

16 – 20CalmCalmL. BreezeG. BreezeG. Wind

21 – 25CalmCalmL. BreezeG. BreezeG. Wind

26 – 30CalmL. BreezeG. BreezeG. WindS. Wind

31 – 35CalmL. BreezeG. BreezeG. WindS. Wind

36 – 40CalmL. BreezeG. BreezeG. WindS. Wind

41 – 45CalmL. BreezeG. BreezeG. WindS. Wind

46 – 50CalmL. BreezeG. BreezeG. WindS. Wind

51 – 55CalmL. BreezeG. BreezeG. WindS. Wind

56 – 60L. BreezeL. BreezeG. BreezeG. WindS. Wind

61 – 65L. BreezeL. BreezeG. BreezeG. WindS. Wind

66 – 70L. BreezeG. BreezeG. BreezeG. WindS. Wind

71 – 75L. BreezeG. BreezeG. WindS. WindStormy

76 – 80L. BreezeG. BreezeG. WindS. WindStormy

81 – 85L. BreezeG. BreezeG. WindS. WindStormy

86 – 90L. BreezeG. BreezeG. WindS. WindStormy

91 – 95G. BreezeG. WindS. WindS. WindStormy

96 – 00G. BreezeG. WindS. WindStormyStormy

Crew Checks

Crew Checks must be made during storms, dangerous maneuvers, some combat tactics, and other rushed or hurried
events.The overall crew rating (Green, Competent, Skilled, Veteran)
will determine the chance for each event to occur.The SAFE event
means that the crew pulled together and was able to prevent any ill effects from occurring.A SLOW event results in the boat being unable to travel for one watch as minor repairs are made to the sail,
ropes, and other minor items.After this watch the boat can continue
to travel with a penalty of ¼ to the normal rate.This result
can only be repaired after a week spent to fully repair all of the damage.DAMAGE results in serious damage to the vessel.The vessel
loses ¼ of its breakage points to both areas.In addition
the crew must spend two watches to repair the boat before it can continue to travel at ½ the normal rate.If the DESTROY event occurs the boat has been lost to the sea and all
of its crew must make swimming rolls or drown.Characters still wearing
metal armors must include all penalties while swimming.Spell casters
may attempt one spell before being tossed overboard.

Die RollGreenCompetentSkilledVeteran

01 – 10SAFESAFESAFESAFE

11 – 20SAFESAFESAFESAFE

21 – 30SAFESAFESAFESAFE

31 – 40SLOWSAFESAFESAFE

41 – 50SLOWSAFESAFESAFE

51 – 60SLOWSLOWSAFESAFE

61 – 70DAMAGESLOWSLOWSAFE

71 – 80DAMAGEDAMAGESLOWSLOW

81 – 90DESTROYDAMAGEDAMAGESLOW

91 – 00DESTROYDESTROYDAMAGEDAMAGE

Combat

Most crews and vessels will encounter pirates or monsters at some point in their journeys.Thankfully boats are very sturdy and can withstand a good deal of punishment.Every boat has two areas that have breakage points (BP); the Hull and the Mast.If the mast ever takes more damage than it has breakage points it has been destroyed and will be unable
to move the boat until it is replaced.If the hull ever received
damage in excess of its breakage points the point will begin to sink.Spells
that repair items can be used to regenerate this damage.Bows, crossbows,
and other piercing weapons will inflict no damage to the boat.Edged
and blunt weapons can do injury to the vessel but subtract 5 from all damage dealt.Fire will deal full injury and can quickly consume a boat if it is not contained.The GM must determine effects of attacks that deal damage to specific areas of the vessel.Obvious targets are the sail, the keel, or the cargo.

Since boats and ships are so valuable very few pirates would choose to destroy such wealth.Instead a sail-by hail of arrows would deal less damage to the hull itself but prove devastating to any
crew or soldiers aboard.After the first volley the attackers could
grapple the ships together and proceed to slaughter any remaining defenders.With the inclusion of magic and enchantment, the lack of gunpowder or cannons aboard would be nominal at
best.What could be better than a highly precise series of fire darts
that would hit whichever targets you choose.